# spell

name: Rope Trick
altname: rope trick
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Touch
target: One touched piece of rope from 5 ft. to 30 ft. long
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: No
short_description: As many as eight creatures hide in extradimensional space.
to_develop: None
material_components: Powdered corn extract and a twisted loop of parchment.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ('planes'). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope 'disappear.' In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.</p>
      <p>Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The <i>rope trick</i> spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.</p>
      <p><i>Note:</i> It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.</p>
      <p/>
    

full_text:
      <div topic='Rope Trick' level='5'><p><h5>Rope Trick</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One touched piece of rope from 5 ft. to 30 ft. long<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ('planes'). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope 'disappear.' In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.</p><p>Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The <i>rope trick</i> spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.</p><p><i>Note:</i> It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.</p><p><i>Material Component:</i> Powdered corn extract and a twisted loop of parchment.</p><p/>
</div>
    


name: Rusting Grasp
altname: rusting grasp
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 4
components: V, S, DF
casting_time: 1 standard action
range: Touch
area: None
effect: None
duration: See text
saving_throw: None
spell_resistance: No
short_description: Your touch corrodes iron and alloys.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
target:
One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature

description:
      <p>Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.</p>
      <p>You may employ <i>Rusting grasp</i> in combat with a successful melee touch attack. <i>Rusting grasp</i> used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.</p>
      <p>Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.</p>
      <p><i>Note:</i> Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.</p>
      <p>Against a ferrous creature, <i>Rusting grasp</i> instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.</p>
      <p/>
    

full_text:
      <div topic='Rusting Grasp' level='5'><p><h5>Rusting Grasp</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.</p><p>You may employ <i>Rusting grasp</i> in combat with a successful melee touch attack. <i>Rusting grasp</i> used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.</p><p>Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.</p><p><i>Note:</i> Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.</p><p>Against a ferrous creature, <i>Rusting grasp</i> instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.</p><p/>
</div>
    


name: Sanctuary
altname: sanctuary
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Protection 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates
spell_resistance: No
short_description: Opponents can't attack you, and you can't attack.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.</p>
      <p/>
    

full_text:
      <div topic='Sanctuary' level='5'><p><h5>Sanctuary</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Protection 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.</p><p/>
</div>
    


name: Scare
altname: scare
school: Necromancy
subschool: None
descriptor: Fear, Mind-Affecting
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One living creature per three levels, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 round/level or 1 round; see text for cause fear
saving_throw: Will partial
spell_resistance: Yes
short_description: Panics creatures of less than 6 HD.
to_develop: None
material_components: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>cause fear</i>,  except that it causes all targeted creatures of less than 6 HD to become frightened.</p>
      <p/>
    

full_text:
      <div topic='Scare' level='5'><p><h5>Scare</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Fear, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One living creature per three levels, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level or 1 round; see text for cause fear<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell functions like <i>cause fear</i>,  except that it causes all targeted creatures of less than 6 HD to become frightened.</p><p><i>Material Component:</i> A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.</p><p/>
</div>
    


name: Scintillating Pattern
altname: scintillating pattern
school: Illusion
subschool: Pattern
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Colorful lights in a 20-ft. -radius spread
duration: Concentration + 2 rounds
saving_throw: None
spell_resistance: Yes
short_description: Twisting colors confuse, stun, or render unconscious.
to_develop: None
material_components: A small crystal prism.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.</p>
      <p><i>6 or less:</i> Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then <i>confused</i> for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)</p>
      <p><i>7 to 12:</i> Stunned for 1d4 rounds, then <i>confused</i> for 1d4 rounds.</p>
      <p><i>13 or more: Confused</i> for 1d4 rounds.</p>
      <p>Sightless creatures are not affected by <i>scintillating pattern</i>.</p>
      <p/>
    

full_text:
      <div topic='Scintillating Pattern' level='5'><p><h5>Scintillating Pattern</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Pattern) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Colorful lights in a 20-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration + 2 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.</p><p><i>6 or less:</i> Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then <i>confused</i> for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)</p><p><i>7 to 12:</i> Stunned for 1d4 rounds, then <i>confused</i> for 1d4 rounds.</p><p><i>13 or more: Confused</i> for 1d4 rounds.</p><p>Sightless creatures are not affected by <i>scintillating pattern</i>.</p><p><i>Material Component:</i> A small crystal prism.</p><p/>
</div>
    


name: Scorching Ray
altname: scorching ray
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more rays
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.</p>
      <p>The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.</p>
      <p/>
    

full_text:
      <div topic='Scorching Ray' level='5'><p><h5>Scorching Ray</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more rays<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.</p><p>The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.</p><p/>
</div>
    


name: Screen
altname: screen
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 8, Trickery 7
components: V, S
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: 30-ft. cube/level (S)
effect: None
duration: 24 hours
saving_throw: None or Will disbelief (if interacted with); see text
spell_resistance: No
short_description: Illusion hides area from vision, scrying.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.</p>
      <p>Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.</p>
      <p>Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.</p>
      <p/>
    

full_text:
      <div topic='Screen' level='5'><p><h5>Screen</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8, Trickery 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>30-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will disbelief (if interacted with); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.</p><p>Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.</p><p>Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.</p><p/>
</div>
    


name: Scrying
altname: scrying
school: Divination
subschool: Scrying
descriptor: None
spellcraft_dc: None
level: Bard 3, Cleric 5, Druid 4, Sorcerer/Wizard 4
components: V, S, M/DF, F
casting_time: 1 hour
range: See text
target: None
area: None
effect: Magical sensor
duration: 1 min./level
saving_throw: Will negates
spell_resistance: Yes
short_description: Spies on subject from a distance.
to_develop: None
material_components: None
arcane_material_components: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
focus: None
xp_cost: None
arcane_focus: None
verbal_components: None
cleric_focus: A holy water font costing not less than 100 gp.
druid_focus: A natural pool of water.
reference: SRD 3.5 SpellsS
description:
      <p>You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Knowledge</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>None<sup><b>1</b></sup><br/></td>
<td>+10<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Secondhand (you have heard of the subject)<br/></td>
<td>+5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Firsthand (you have met the subject)<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Familiar (you know the subject well)<br/></td>
<td>-5<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 You must have some sort of connection to a creature you have no knowledge of.<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td><b>Connection</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Likeness or picture<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Possession or garment<br/></td>
<td>-4<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Body part, lock of hair, bit of nail, etc.<br/></td>
<td>-10<br/></td>

</tr>
</table>
      <p>If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.</p>
      <p>As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: <i>detect chaos</i>, <i>detect evil</i>, <i>detect good</i>, <i>detect law</i>, <i>detect magic</i>, and <i>message</i>.</p>
      <p>If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.</p>
      <p/>
    

wizard_focus:
A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

sorcerer_focus:
A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

bard_focus:
A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

full_text:
      <div topic='Scrying' level='5'><p><h5>Scrying</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination (Scrying)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Cleric 5, Druid 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 hour<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Magical sensor<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Knowledge</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>None<sup><b>1</b></sup><br/></td>
<td>+10<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Secondhand (you have heard of the subject)<br/></td>
<td>+5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Firsthand (you have met the subject)<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Familiar (you know the subject well)<br/></td>
<td>-5<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 You must have some sort of connection to a creature you have no knowledge of.<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td><b>Connection</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Likeness or picture<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Possession or garment<br/></td>
<td>-4<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Body part, lock of hair, bit of nail, etc.<br/></td>
<td>-10<br/></td>

</tr>
</table><p>If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.</p><p>As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: <i>detect chaos</i>, <i>detect evil</i>, <i>detect good</i>, <i>detect law</i>, <i>detect magic</i>, and <i>message</i>.</p><p>If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.</p><p><i>Arcane Material Component:</i> The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.</p><p><i>Wizard</i>,  <i>Sorcerer</i>,  <i>or Bard Focus:</i> A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.</p><p><i>Cleric Focus:</i> A holy water font costing not less than 100 gp.</p><p><i>Druid Focus:</i> A natural pool of water.</p><p/>
</div>
    


name: Scrying, Greater
altname: greater scrying
school: Divination
subschool: Scrying
descriptor: None
spellcraft_dc: None
level: Bard 6, Cleric 7, Druid 7, Sorcerer/Wizard 7
components: V, S
casting_time: 1 standard action
range: See text
target: None
area: None
effect: Magical sensor
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: Yes
short_description: As scrying, but faster and longer.
to_develop: None
material_components: None
arcane_material_components: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
focus: None
xp_cost: None
arcane_focus: None
verbal_components: None
cleric_focus: A holy water font costing not less than 100 gp.
druid_focus: A natural pool of water.
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>scrying</i>, except as noted above. Additionally, all of the following spells function reliably through the sensor: <i>detect chaos</i>, <i>detect evil</i>, <i>detect good</i>, <i>detect law</i>, <i>detect magic</i>, <i>message</i>, <i>read magic</i>, and <i>tongues</i>.</p>
      <p/>
    

full_text:
      <div topic='Scrying, Greater' level='5'><p><h5>Scrying, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination (Scrying)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Cleric 7, Druid 7, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr></table><p>This spell functions like <i>scrying</i>, except as noted above. Additionally, all of the following spells function reliably through the sensor: <i>detect chaos</i>, <i>detect evil</i>, <i>detect good</i>, <i>detect law</i>, <i>detect magic</i>, <i>message</i>, <i>read magic</i>, and <i>tongues</i>.</p><p/>
</div>
    


name: Sculpt Sound
altname: sculpt sound
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature or object/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Creates new sounds or changes existing ones.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.</p>
      <p>You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.</p>
      <p>A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.</p>
      <p/>
    

full_text:
      <div topic='Sculpt Sound' level='5'><p><h5>Sculpt Sound</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature or object/level, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.</p><p>You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.</p><p>A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.</p><p/>
</div>
    


name: Searing Light
altname: searing light
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 3, Sun 3
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Ray
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Ray deals 1d8/two levels, more against undead.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).</p>
      <p/>
    

full_text:
      <div topic='Searing Light' level='5'><p><h5>Searing Light</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Sun 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).</p><p/>
</div>
    


name: Secret Chest
altname: secret chest
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, F
casting_time: 10 minutes
range: See text
target: One chest and up to 1 cu. ft. of goods/caster level
area: None
effect: None
duration: Sixty days or until discharged
saving_throw: None
spell_resistance: No
short_description: Hides expensive chest on Ethereal Plane; you retrieve it at will.
to_develop: None
material_components: None
arcane_material_components: None
focus: The chest and its replica.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.</p>
      <p>The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a <i>wish</i> spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.</p>
      <p>To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a <i>wish</i> spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.</p>
      <p>Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.</p>
      <p/>
    

full_text:
      <div topic='Secret Chest' level='5'><p><h5>Secret Chest</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One chest and up to 1 cu. ft. of goods/caster level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Sixty days or until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.</p><p>The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a <i>wish</i> spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.</p><p>To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a <i>wish</i> spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.</p><p>Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.</p><p><i>Focus:</i> The chest and its replica.</p><p/>
</div>
    


name: Secret Page
altname: secret page
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 10 minutes
range: Touch
target: Page touched, up to 3 sq. ft. in size
area: None
effect: None
duration: Permanent
saving_throw: None
spell_resistance: No
short_description: Changes one page to hide its real content.
to_develop: None
material_components: Powdered herring scales and will-o'-wisp essence.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>S<i>ecret page</i> alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. <i>Explosive runes</i> or <i>Sepia snake sigil</i> can be cast upon the <i>secret page</i>.</p>
      <p>A <i>comprehend languages</i> spell alone cannot reveal a <i>secret page</i>'s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its <i>secret page</i> form at will. You can also remove the spell by double repetition of the special word. A <i>detect magic</i> spell reveals dim magic on the page in question but does not reveal its true contents. T<i>rue seeing</i> reveals the presence of the hidden material but does not reveal the contents unless cast in combination with <i>comprehend languages</i>. A <i>secret page</i> spell can be dispelled, and the hidden writings can be destroyed by means of an <i>erase</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Secret Page' level='5'><p><h5>Secret Page</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Page touched, up to 3 sq. ft. in size<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>S<i>ecret page</i> alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. <i>Explosive runes</i> or <i>Sepia snake sigil</i> can be cast upon the <i>secret page</i>.</p><p>A <i>comprehend languages</i> spell alone cannot reveal a <i>secret page</i>'s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its <i>secret page</i> form at will. You can also remove the spell by double repetition of the special word. A <i>detect magic</i> spell reveals dim magic on the page in question but does not reveal its true contents. T<i>rue seeing</i> reveals the presence of the hidden material but does not reveal the contents unless cast in combination with <i>comprehend languages</i>. A <i>secret page</i> spell can be dispelled, and the hidden writings can be destroyed by means of an <i>erase</i> spell.</p><p><i>Material Component:</i> Powdered herring scales and will-o'-wisp essence.</p><p/>
</div>
    


name: Secure Shelter
altname: secure shelter
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V, S, M, F; see text
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: 20-ft. -square structure
duration: 2 hours/level (D)
saving_throw: None
spell_resistance: No
short_description: Creates sturdy cottage.
to_develop: None
arcane_material_components: None
focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
material_components:
A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.

description:
      <p>You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.</p>
      <p>The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).</p>
      <p>The door, shutters, and even chimney are secure against intrusion, the former two being <i>arcane locked</i> and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an <i>alarm</i> spell. Finally, an <i>unseen servant</i> is conjured to provide service to you for the duration of the shelter.</p>
      <p>The <i>secure shelter</i> contains rude furnishings -eight bunks, a trestle table, eight stools, and a writing desk.</p>
      <p/>
    

full_text:
      <div topic='Secure Shelter' level='5'><p><h5>Secure Shelter</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, F; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>20-ft. -square structure<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.</p><p>The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).</p><p>The door, shutters, and even chimney are secure against intrusion, the former two being <i>arcane locked</i> and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an <i>alarm</i> spell. Finally, an <i>unseen servant</i> is conjured to provide service to you for the duration of the shelter.</p><p>The <i>secure shelter</i> contains rude furnishings -eight bunks, a trestle table, eight stools, and a writing desk.</p><p><i>Material Component:</i> A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the <i>unseen servant</i> spell (string and a bit of wood) if this benefit is to be included.</p><p><i>Focus:</i> The focus of the <i>alarm</i> spell (silver wire and a tiny bell) if this benefit is to be included.</p><p/>
</div>
    


name: See Invisibility
altname: see invisibility
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Reveals invisible creatures or objects.
to_develop: None
material_components: A pinch of talc and a small sprinkling of powdered silver.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.</p>
      <p>The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.</p>
      <p><i>See invisibility</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='See Invisibility' level='5'><p><h5>See Invisibility</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr></table><p>You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.</p><p>The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.</p><p><i>See invisibility</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Material Component:</i> A pinch of talc and a small sprinkling of powdered silver.</p><p/>
</div>
    


name: Seeming
altname: seeming
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature per two levels, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 12 hours (D)
saving_throw: Will negates or Will disbelief (if interacted with)
spell_resistance: Yes or No; see text
short_description: Changes appearance of one person per two levels.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>disguise self</i>,  except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.</p>
      <p>Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.</p>
      <p/>
    

full_text:
      <div topic='Seeming' level='5'><p><h5>Seeming</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature per two levels, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>12 hours (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates or Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes or No; see text<br/></td></tr></table><p>This spell functions like <i>disguise self</i>,  except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.</p><p>Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.</p><p/>
</div>
    


name: Sending
altname: sending
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Sorcerer/Wizard 5
components: V, S, M/DF
casting_time: 10 minutes
range: See text
target: One creature
area: None
effect: None
duration: 1 round; see text
saving_throw: None
spell_resistance: No
short_description: Delivers short message anywhere, instantly.
to_develop: None
material_components: None
arcane_material_components: A short piece of fine copper wire.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the <i>sending</i>,  though the subject's ability to react is limited as normal by its Intelligence score. Even if the <i>sending</i> is received, the subject is not obligated to act upon it in any manner.</p>
      <p>If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the <i>sending</i> does not arrive. (Local conditions on other planes may worsen this chance considerably.)</p>
      <p/>
    

full_text:
      <div topic='Sending' level='5'><p><h5>Sending</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the <i>sending</i>,  though the subject's ability to react is limited as normal by its Intelligence score. Even if the <i>sending</i> is received, the subject is not obligated to act upon it in any manner.</p><p>If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the <i>sending</i> does not arrive. (Local conditions on other planes may worsen this chance considerably.)</p><p><i>Arcane Material Component:</i> A short piece of fine copper wire.</p><p/>
</div>
    


name: Sepia Snake Sigil
altname: sepia snake sigil
school: Conjuration
subschool: Creation
descriptor: Force
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 10 minutes
range: Touch
target: One touched book or written work
area: None
effect: None
duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text
saving_throw: Reflex negates
spell_resistance: No
short_description: Creates text symbol that immobilizes reader.
to_develop: None
material_components: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>When you cast <i>sepia snake sigil</i>,  a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the <i>sepia snake</i> springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.</p>
      <p>Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the <i>sepia snake</i> dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.</p>
      <p>While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.</p>
      <p>The hidden sigil cannot be detected by normal observation, and <i>detect magic</i> reveals only that the entire text is magical.</p>
      <p>A <i>dispel magic</i> can remove the sigil. An <i>erase</i> spell destroys the entire page of text.</p>
      <p><i>Sepia snake sigil</i> can be cast in combination with other spells that hide or garble text, such as <i>secret page</i>.</p>
      <p/>
    

full_text:
      <div topic='Sepia Snake Sigil' level='5'><p><h5>Sepia Snake Sigil</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One touched book or written work<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent or until discharged; until released or 1d4 days + one day/level; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>When you cast <i>sepia snake sigil</i>,  a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the <i>sepia snake</i> springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.</p><p>Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the <i>sepia snake</i> dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.</p><p>While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.</p><p>The hidden sigil cannot be detected by normal observation, and <i>detect magic</i> reveals only that the entire text is magical.</p><p>A <i>dispel magic</i> can remove the sigil. An <i>erase</i> spell destroys the entire page of text.</p><p><i>Sepia snake sigil</i> can be cast in combination with other spells that hide or garble text, such as <i>secret page</i>.</p><p><i>Material Component:</i> 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.</p><p/>
</div>
    


name: Sequester
altname: sequester
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, M
casting_time: 1 standard action
range: Touch
target: One willing creature or object (up to a 2-ft. cube/level) touched
area: None
effect: None
duration: One day/level (D)
saving_throw: None or Will negates (object)
spell_resistance: No or Yes (object)
short_description: Subject is invisible to sight and scrying; renders creature comatose.
to_develop: None
material_components: A basilisk eyelash, gum arabic, and a dram of whitewash.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by <i>sequester</i>,  it also renders the affected creature or object invisible to any form of sight or seeing (as the <i>invisibility</i> spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by <i>sequester</i> become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.</p>
      <p><i>Note:</i> The Will save prevents an attended or magical object from being <i>sequestered</i>. There is no save to see the <i>sequestered</i> creature or object or to detect it with a divination spell.</p>
      <p/>
    

full_text:
      <div topic='Sequester' level='5'><p><h5>Sequester</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One willing creature or object (up to a 2-ft. cube/level) touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No or Yes (object)<br/></td></tr></table><p>When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by <i>sequester</i>,  it also renders the affected creature or object invisible to any form of sight or seeing (as the <i>invisibility</i> spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by <i>sequester</i> become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.</p><p><i>Note:</i> The Will save prevents an attended or magical object from being <i>sequestered</i>. There is no save to see the <i>sequestered</i> creature or object or to detect it with a divination spell.</p><p><i>Material Component:</i> A basilisk eyelash, gum arabic, and a dram of whitewash.</p><p/>
</div>
    


name: Shades
altname: shades
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 9
components: V, S
casting_time: 1 standard action
range: See text
target: None
area: None
effect: See text
duration: See text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: Yes; see text
short_description: As shadow conjuration, but up to 8th level and 80% real.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>shadow conjuration</i>,  except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.</p>
      <p/>
    

full_text:
      <div topic='Shades' level='5'><p><h5>Shades</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9<br/></td></tr></table><p>This spell functions like <i>shadow conjuration</i>,  except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.</p><p/>
</div>
    


name: Shadow Conjuration
altname: shadow conjuration
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V, S
casting_time: 1 standard action
range: See text
target: None
area: None
effect: See text
duration: See text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: Yes; see text
short_description: Mimics conjuration below 4th level, but only 20% real.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. <i>Shadow conjuration</i> can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.</p>
      <p><i>Shadow conjurations</i> are actually one-fifth (20%) as strong as the real things, though creatures who believe the <i>Shadow conjurations</i> to be real are affected by them at full strength.</p>
      <p>Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.</p>
      <p>Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to <i>shadow conjuration</i>'s level (4th) rather than the spell's normal level. In addition, any effect created by <i>Shadow conjuration</i> allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.</p>
      <p>Against disbelievers, they are 20% likely to work.</p>
      <p>A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are one-fifth as large.</p>
      <p>A creature that succeeds on its save sees the <i>Shadow conjurations</i> as transparent images superimposed on vague, shadowy forms.</p>
      <p>Objects automatically succeed on their Will saves against this spell.</p>
      <p/>
    

full_text:
      <div topic='Shadow Conjuration' level='5'><p><h5>Shadow Conjuration</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with); varies; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes; see text<br/></td></tr></table><p>You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. <i>Shadow conjuration</i> can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.</p><p><i>Shadow conjurations</i> are actually one-fifth (20%) as strong as the real things, though creatures who believe the <i>Shadow conjurations</i> to be real are affected by them at full strength.</p><p>Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.</p><p>Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to <i>shadow conjuration</i>'s level (4th) rather than the spell's normal level. In addition, any effect created by <i>Shadow conjuration</i> allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.</p><p>Against disbelievers, they are 20% likely to work.</p><p>A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are one-fifth as large.</p><p>A creature that succeeds on its save sees the <i>Shadow conjurations</i> as transparent images superimposed on vague, shadowy forms.</p><p>Objects automatically succeed on their Will saves against this spell.</p><p/>
</div>
    


name: Shadow Conjuration, Greater
altname: greater shadow conjuration
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S
casting_time: 1 standard action
range: See text
target: None
area: None
effect: See text
duration: See text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: Yes; see text
short_description: As shadow conjuration, but up to 6th level and 60% real.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>shadow conjuration</i>,  except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.</p>
      <p/>
    

full_text:
      <div topic='Shadow Conjuration, Greater' level='5'><p><h5>Shadow Conjuration, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr></table><p>This spell functions like <i>shadow conjuration</i>,  except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.</p><p/>
</div>
    


name: Shadow Evocation
altname: shadow evocation
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5
components: V, S
casting_time: 1 standard action
range: See text
target: None
area: None
effect: See text
duration: See text
saving_throw: Will disbelief (if interacted with)
spell_resistance: Yes
short_description: Mimics evocation below 5th level, but only 20% real.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)</p>
      <p>Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a <i>shadow evocation</i>,  a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to <i>shadow evocation'</i>s level (5th) rather than the spell's normal level.</p>
      <p>Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.</p>
      <p>Objects automatically succeed on their Will saves against this spell.</p>
      <p/>
    

full_text:
      <div topic='Shadow Evocation' level='5'><p><h5>Shadow Evocation</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)</p><p>Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a <i>shadow evocation</i>,  a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to <i>shadow evocation'</i>s level (5th) rather than the spell's normal level.</p><p>Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.</p><p>Objects automatically succeed on their Will saves against this spell.</p><p/>
</div>
    


name: Shadow Evocation, Greater
altname: greater shadow evocation
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S
casting_time: 1 standard action
range: See text
target: None
area: None
effect: See text
duration: See text
saving_throw: Will disbelief (if interacted with)
spell_resistance: Yes
short_description: As shadow evocation, but up to 7th level and 60% real.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>shadow evocation</i>,  except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a <i>greater shadow evocation</i>, a damaging spell deals only three-fifths (60%) damage.</p>
      <p/>
    

full_text:
      <div topic='Shadow Evocation, Greater' level='5'><p><h5>Shadow Evocation, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr></table><p>This spell functions like <i>shadow evocation</i>,  except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a <i>greater shadow evocation</i>, a damaging spell deals only three-fifths (60%) damage.</p><p/>
</div>
    


name: Shadow Walk
altname: shadow walk
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 6
components: V, S
casting_time: 1 standard action
range: Touch
target: Up to one touched creature/level
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: Yes
short_description: Step into shadow to travel rapidly.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>To use the <i>Shadow walk</i> spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.</p>
      <p>In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.</p>
      <p>Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).</p>
      <p><i>Shadow walk</i> can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.</p>
      <p>Any creatures touched by you when <i>Shadow walk</i> is cast also make the transition to the borders of the Plane of Shadow.</p>
      <p>They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.</p>
      <p/>
    

full_text:
      <div topic='Shadow Walk' level='5'><p><h5>Shadow Walk</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to one touched creature/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>To use the <i>Shadow walk</i> spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.</p><p>In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.</p><p>Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).</p><p><i>Shadow walk</i> can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.</p><p>Any creatures touched by you when <i>Shadow walk</i> is cast also make the transition to the borders of the Plane of Shadow.</p><p>They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.</p><p/>
</div>
    


name: Shambler
altname: shambler
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Druid 9, Plant 9
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
duration: Seven days or seven months (D); see text
saving_throw: None
spell_resistance: No
short_description: Summons 1d4+2 shambling mounds to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>The <i>shambler</i> spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared.</p>
      <p>The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.</p>
      <p/>
    

full_text:
      <div topic='Shambler' level='5'><p><h5>Shambler</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 9, Plant 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Seven days or seven months (D); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The <i>shambler</i> spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared.</p><p>The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.</p><p/>
</div>
    


name: Shapechange
altname: shapechange
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Animal 9, Druid 9, Sorcerer/Wizard 9
components: V, S, F
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Transforms you into any creature, and change forms once per round.
to_develop: None
material_components: An empty cocoon.
arcane_material_components: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
focus:
A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)

description:
      <p>This spell functions like <i>polymorph</i>,  except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike <i>polymorph</i>,  this spell allows incorporeal or gaseous forms to be assumed.</p>
      <p>You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.</p>
      <p>You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.</p>
      <p/>
    

full_text:
      <div topic='Shapechange' level='5'><p><h5>Shapechange</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Animal 9, Druid 9, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr></table><p>This spell functions like <i>polymorph</i>,  except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike <i>polymorph</i>,  this spell allows incorporeal or gaseous forms to be assumed.</p><p>You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.</p><p>You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.</p><p><i>Focus:</i> A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)</p><p/>
</div>
    


name: Shatter
altname: shatter
school: Evocation
subschool: None
descriptor: Sonic
spellcraft_dc: None
level: Bard 2, Chaos 2, Cleric 2, Destruction 2, Sorcerer/Wizard 2
components: V, S, M/DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: 5-ft. -radius spread; or one solid object or one crystalline creature
area: 5-ft. -radius spread; or one solid object or one crystalline creature
effect: None
duration: Instantaneous
saving_throw: Will negates (object); Will negates (object) or Fortitude half; see text
spell_resistance: Yes (object)
short_description: Sonic vibration damages objects or crystalline creatures.
to_develop: None
material_components: None
arcane_material_components: A chip of mica.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p><i>shatter</i> creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.</p>
      <p>Used as an area attack, <i>shatter</i> destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.</p>
      <p>Alternatively, you can target <i>shatter</i> against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), <i>shatter</i> deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.</p>
      <p/>
    

full_text:
      <div topic='Shatter' level='5'><p><h5>Shatter</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Chaos 2, Cleric 2, Destruction 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area or Target:</b><br/></td><td>5-ft. -radius spread; or one solid object or one crystalline creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object); Will negates (object) or Fortitude half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p><i>shatter</i> creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.</p><p>Used as an area attack, <i>shatter</i> destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.</p><p>Alternatively, you can target <i>shatter</i> against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), <i>shatter</i> deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.</p><p><i>Arcane Material Component:</i> A chip of mica.</p><p/>
</div>
    


name: Shield
altname: shield
school: Abjuration
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Invisible disc gives +4 to AC, blocks magic missiles.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p><i>Shield</i> creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates <i>magic missile</i> attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The <i>Shield</i> has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the <i>Shield</i> spell for cover.</p>
      <p/>
    

full_text:
      <div topic='Shield' level='5'><p><h5>Shield</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr></table><p><i>Shield</i> creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates <i>magic missile</i> attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The <i>Shield</i> has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the <i>Shield</i> spell for cover.</p><p/>
</div>
    


name: Shield of Faith
altname: shield of faith
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Aura grants +2 or higher deflection bonus.
to_develop: None
material_components: A small parchment with a bit of holy text written upon it.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).</p>
      <p/>
    

full_text:
      <div topic='Shield of Faith' level='5'><p><h5>Shield of Faith</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).</p><p><i>Material Component:</i> A small parchment with a bit of holy text written upon it.</p><p/>
</div>
    


name: Shield of Law
altname: shield of law
school: Abjuration
subschool: None
descriptor: Lawful
spellcraft_dc: None
level: Cleric 8, Law 8
components: V, S, F
casting_time: 1 standard action
range: 20 ft.
target: One creature/level in a 20-ft. -radius burst centered on you
area: None
effect: None
duration: 1 round/level (D)
saving_throw: See text
spell_resistance: Yes (harmless)
short_description: +4 to AC, +4 resistance, and spell resistance 25 against chaotic spells.
to_develop: None
material_components: None
arcane_material_components: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
focus:
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.

description:
      <p>A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and <i>slowing</i> chaotic creatures when they strike the subjects. This abjuration has four effects.</p>
      <p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <i>protection from chaos</i>, this benefit applies against all attacks, not just against attacks by chaotic creatures.</p>
      <p>Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.</p>
      <p>Third, the abjuration blocks possession and mental influence, just as <i>protection from chaos</i> does.</p>
      <p>Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is <i>slowed</i> (Will save negates, as the <i>Slow</i> spell, but against <i>shield of law</i>'s save DC).</p>
      <p/>
    

full_text:
      <div topic='Shield of Law' level='5'><p><h5>Shield of Law</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Lawful]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Law 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>20 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level in a 20-ft. -radius burst centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and <i>slowing</i> chaotic creatures when they strike the subjects. This abjuration has four effects.</p><p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <i>protection from chaos</i>, this benefit applies against all attacks, not just against attacks by chaotic creatures.</p><p>Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.</p><p>Third, the abjuration blocks possession and mental influence, just as <i>protection from chaos</i> does.</p><p>Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is <i>slowed</i> (Will save negates, as the <i>Slow</i> spell, but against <i>shield of law</i>'s save DC).</p><p><i>Focus:</i> A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</p><p/>
</div>
    


name: Shield Other
altname: shield other
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2, Paladin 2, Protection 2
components: V, S, F
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: You take half of subject's damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as <i>charm</i> effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.</p>
      <p>If you and the subject of the spell move out of range of each other, the spell ends.</p>
      <p/>
    

full_text:
      <div topic='Shield Other' level='5'><p><h5>Shield Other</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Paladin 2, Protection 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as <i>charm</i> effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.</p><p>If you and the subject of the spell move out of range of each other, the spell ends.</p><p><i>Focus:</i> A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.</p><p/>
</div>
    


name: Shillelagh
altname: shillelagh
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: One touched nonmagical oak club or quarterstaff
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.</p>
      <p/>
    

full_text:
      <div topic='Shillelagh' level='5'><p><h5>Shillelagh</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One touched nonmagical oak club or quarterstaff<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.</p><p/>
</div>
    


name: Shocking Grasp
altname: shocking grasp
school: Evocation
subschool: None
descriptor: Electricity
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature or object touched
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Touch delivers 1d6/level electricity damage (max 5d6).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).</p>
      <p/>
    

full_text:
      <div topic='Shocking Grasp' level='5'><p><h5>Shocking Grasp</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Electricity]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature or object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).</p><p/>
</div>
    


name: Shout
altname: shout
school: Evocation
subschool: None
descriptor: Sonic
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V
casting_time: 1 standard action
range: 30 ft.
target: None
area: Cone-shaped burst
effect: None
duration: Instantaneous
saving_throw: Fortitude partial or Reflex negates (object); see text
spell_resistance: Yes (object)
short_description: Deafens all within cone and deals 5d6 sonic damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.</p>
      <p>A <i>shout</i> spell cannot penetrate a <i>silence</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Shout' level='5'><p><h5>Shout</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>30 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial or Reflex negates (object); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.</p><p>A <i>shout</i> spell cannot penetrate a <i>silence</i> spell.</p><p/>
</div>
    


name: Shout, Greater
altname: greater shout
school: Evocation
subschool: None
descriptor: Sonic
spellcraft_dc: None
level: Bard 6, Sorcerer/Wizard 8
components: V, S, F
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped burst
effect: None
duration: Instantaneous
saving_throw: Fortitude partial or Reflex negates (object); see text
spell_resistance: Yes (object)
short_description: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A small metal or ivory horn.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>shout</i>,  except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.</p>
      <p/>
    

full_text:
      <div topic='Shout, Greater' level='5'><p><h5>Shout, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial or Reflex negates (object); see text<br/></td></tr></table><p>This spell functions like <i>shout</i>,  except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.</p><p><i>Arcane Focus:</i> A small metal or ivory horn.</p><p/>
</div>
    


name: Shrink Item
altname: shrink item
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S
casting_time: 1 standard action
range: Touch
target: One touched object of up to 2 cu. ft./level
area: None
effect: None
duration: One day/level; see text
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Object shrinks to one-sixteenth size.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a <i>shrink item</i> spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.</p>
      <p><i>shrink item</i> can be made permanent with a <i>permanency</i> spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.</p>
      <p/>
    

full_text:
      <div topic='Shrink Item' level='5'><p><h5>Shrink Item</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One touched object of up to 2 cu. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a <i>shrink item</i> spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.</p><p><i>shrink item</i> can be made permanent with a <i>permanency</i> spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.</p><p/>
</div>
    


name: Silence
altname: silence
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 2, Cleric 2
components: V, S
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: 20-ft. -radius emanation centered on a creature, object, or point in space
effect: None
duration: 1 min./level (D)
saving_throw: Will negates; see text or none (object)
spell_resistance: Yes; see text or no (object)
short_description: Negates sound in 20-ft. radius.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.</p>
      <p/>
    

full_text:
      <div topic='Silence' level='5'><p><h5>Silence</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>20-ft. -radius emanation centered on a creature, object, or point in space<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text or none (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes; see text or no (object)<br/></td></tr></table><p>Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.</p><p/>
</div>
    


name: Silent Image
altname: silent image
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1
components: V, S, F
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: Concentration
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: Creates minor illusion of your design.
to_develop: None
material_components: None
arcane_material_components: None
focus: A bit of fleece.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.</p>
      <p/>
    

full_text:
      <div topic='Silent Image' level='5'><p><h5>Silent Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.</p><p><i>Focus:</i> A bit of fleece.</p><p/>
</div>
    


name: Simulacrum
altname: simulacrum
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, M, XP
casting_time: 12 hours
range: 0 ft.
target: None
area: None
effect: One duplicate creature
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Creates partially real double of a creature.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
material_components:
The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.

description:
      <p><i>Simulacrum</i> creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.</p>
      <p>At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.</p>
      <p/>
    

full_text:
      <div topic='Simulacrum' level='5'><p><h5>Simulacrum</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>12 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One duplicate creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>Simulacrum</i> creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.</p><p>At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.</p><p><i>Material Component:</i> The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.</p><p><i>XP Cost:</i> 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).</p><p/>
</div>
    


name: Slay Living
altname: slay living
school: Necromancy
subschool: None
descriptor: Death
spellcraft_dc: None
level: Cleric 5, Death 5
components: V, S
casting_time: 1 standard action
range: Touch
target: Living creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude partial
spell_resistance: Yes
short_description: Touch attack kills subject.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.</p>
      <p/>
    

full_text:
      <div topic='Slay Living' level='5'><p><h5>Slay Living</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Death]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Death 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.</p><p/>
</div>
    


name: Sleep
altname: sleep
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1
components: V, S, M
casting_time: 1 round
range: Medium (100 ft. + 10 ft./level)
target: None
area: One or more living creatures within a 10-ft. -radius burst
effect: None
duration: 1 min./level
saving_throw: Will negates
spell_resistance: Yes
short_description: Puts 4 HD of creatures into magical slumber.
to_develop: None
material_components: A pinch of fine sand, rose petals, or a live cricket.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>A <i>sleep</i> spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.</p>
      <p>Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.</p>
      <p>Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).</p>
      <p><i>sleep</i> does not target unconscious creatures, constructs, or undead creatures.</p>
      <p/>
    

full_text:
      <div topic='Sleep' level='5'><p><h5>Sleep</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>One or more living creatures within a 10-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A <i>sleep</i> spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.</p><p>Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.</p><p>Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).</p><p><i>sleep</i> does not target unconscious creatures, constructs, or undead creatures.</p><p><i>Material Component:</i> A pinch of fine sand, rose petals, or a live cricket.</p><p/>
</div>
    


name: Sleet Storm
altname: sleet storm
school: Conjuration
subschool: Creation
descriptor: Cold
spellcraft_dc: None
level: Druid 3, Sorcerer/Wizard 3
components: V, S, M/DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Cylinder (40-ft. radius, 20 ft. high)
effect: None
duration: 1 round/level
saving_throw: None
spell_resistance: No
short_description: Hampers vision and movement.
to_develop: None
material_components: None
arcane_material_components: A pinch of dust and a few drops of water.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).</p>
      <p>The sleet extinguishes torches and small fires.</p>
      <p/>
    

full_text:
      <div topic='Sleet Storm' level='5'><p><h5>Sleet Storm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cylinder (40-ft. radius, 20 ft. high)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).</p><p>The sleet extinguishes torches and small fires.</p><p><i>Arcane Material Component:</i> A pinch of dust and a few drops of water.</p><p/>
</div>
    


name: Slow
altname: slow
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates
spell_resistance: Yes
short_description: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
to_develop: None
material_components: A drop of molasses.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>An affected creature moves and attacks at a drastically slowed rate. A <i>slowed</i> creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A <i>slowed</i> creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.</p>
      <p>Multiple <i>Slow</i> effects don't stack. <i>Slow</i> counters and dispels <i>haste</i>.</p>
      <p/>
    

full_text:
      <div topic='Slow' level='5'><p><h5>Slow</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>An affected creature moves and attacks at a drastically slowed rate. A <i>slowed</i> creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A <i>slowed</i> creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.</p><p>Multiple <i>Slow</i> effects don't stack. <i>Slow</i> counters and dispels <i>haste</i>.</p><p><i>Material Component:</i> A drop of molasses.</p><p/>
</div>
    


name: Snare
altname: snare
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Ranger 2, Druid 3
components: V, S, DF
casting_time: 3 rounds
range: Touch
target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
area: None
effect: None
duration: Until triggered or broken
saving_throw: None
spell_resistance: No
short_description: Creates a magic booby trap.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast <i>snare</i> upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.</p>
      <p>If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.</p>
      <p>The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.</p>
      <p/>
    

full_text:
      <div topic='Snare' level='5'><p><h5>Snare</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Ranger 2, Druid 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>3 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Until triggered or broken<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast <i>snare</i> upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.</p><p>If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.</p><p>The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.</p><p/>
</div>
    


name: Soften Earth and Stone
altname: soften earth and stone
school: Transmutation
subschool: None
descriptor: Earth
spellcraft_dc: None
level: Druid 2, Earth 2
components: V, S, DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: 10-ft. square/level; see text
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Turns stone to clay or dirt to sand or mud.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.</p>
      <p>A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge.</p>
      <p>Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface.</p>
      <p>Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.</p>
      <p>While <i>soften earth and stone</i> does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.</p>
      <p>A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.</p>
      <p/>
    

full_text:
      <div topic='Soften Earth and Stone' level='5'><p><h5>Soften Earth and Stone</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Earth]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Earth 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>10-ft. square/level; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.</p><p>A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge.</p><p>Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface.</p><p>Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.</p><p>While <i>soften earth and stone</i> does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.</p><p>A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.</p><p/>
</div>
    


name: Solid Fog
altname: solid fog
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft. level)
target: None
area: None
effect: Fog spreads in 20-ft. radius, 20 ft. high
duration: 1 min./level
saving_throw: None
spell_resistance: No
short_description: Blocks vision and slows movement.
to_develop: None
material_components: A pinch of dried, powdered peas combined with powdered animal hoof.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>fog cloud</i>, but in addition to obscuring sight, the <i>Solid fog</i> is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into <i>Solid fog</i> is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in <i>solid fog</i>.</p>
      <p>However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.</p>
      <p><i>Solid fog</i> can be made permanent with a <i>permanency</i> spell. A permanent <i>Solid fog</i> dispersed by wind reforms in 10 minutes.</p>
      <p/>
    

full_text:
      <div topic='Solid Fog' level='5'><p><h5>Solid Fog</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell functions like <i>fog cloud</i>, but in addition to obscuring sight, the <i>Solid fog</i> is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into <i>Solid fog</i> is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in <i>solid fog</i>.</p><p>However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.</p><p><i>Solid fog</i> can be made permanent with a <i>permanency</i> spell. A permanent <i>Solid fog</i> dispersed by wind reforms in 10 minutes.</p><p><i>Material Component:</i> A pinch of dried, powdered peas combined with powdered animal hoof.</p><p/>
</div>
    


name: Song of Discord
altname: song of discord
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting, Sonic
spellcraft_dc: None
level: Bard 5
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: Creatures within a 20-ft. -radius spread
effect: None
duration: 1 round/level
saving_throw: Will negates
spell_resistance: Yes
short_description: Forces targets to attack each other.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.</p>
      <p>Creatures forced by a <i>song of discord</i> to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.</p>
      <p/>
    

full_text:
      <div topic='Song of Discord' level='5'><p><h5>Song of Discord</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting, Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Creatures within a 20-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.</p><p>Creatures forced by a <i>song of discord</i> to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.</p><p/>
</div>
    


name: Soul Bind
altname: soul bind
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 9, Sorcerer/Wizard 9
components: V, S, F
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: Corpse
area: None
effect: None
duration: Permanent
saving_throw: Will negates
spell_resistance: No
short_description: Traps newly dead soul to prevent resurrection.
to_develop: None
material_components: None
arcane_material_components: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
focus:
A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

description:
      <p>You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through <i>clone</i>,  <i>raise dead</i>,  <i>reincarnation</i>,  <i>resurrection</i>,  <i>true resurrection</i>,  or even a <i>miracle</i> or a <i>wish</i>. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).</p>
      <p/>
    

full_text:
      <div topic='Soul Bind' level='5'><p><h5>Soul Bind</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 9, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Corpse<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through <i>clone</i>,  <i>raise dead</i>,  <i>reincarnation</i>,  <i>resurrection</i>,  <i>true resurrection</i>,  or even a <i>miracle</i> or a <i>wish</i>. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).</p><p><i>Focus:</i> A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)</p><p/>
</div>
    


name: Sound Burst
altname: sound burst
school: Evocation
subschool: None
descriptor: Sonic
spellcraft_dc: None
level: Bard 2, Cleric 2
components: V, S, F/DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: 10-ft. -radius spread
effect: None
duration: Instantaneous
saving_throw: Fortitude partial
spell_resistance: Yes
short_description: Deals 1d8 sonic damage to subjects; may stun them.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A musical instrument.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.</p>
      <p>Creatures that cannot hear are not stunned but are still damaged.</p>
      <p/>
    

full_text:
      <div topic='Sound Burst' level='5'><p><h5>Sound Burst</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>10-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.</p><p>Creatures that cannot hear are not stunned but are still damaged.</p><p><i>Arcane Focus:</i> A musical instrument.</p><p/>
</div>
    


name: Speak with Animals
altname: speak with animals
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3, Druid 1, Ranger 1
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level
saving_throw: None
spell_resistance: None
short_description: You can communicate with animals.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn't make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.</p>
      <p/>
    

full_text:
      <div topic='Speak with Animals' level='5'><p><h5>Speak with Animals</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Druid 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr></table><p>You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn't make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.</p><p/>
</div>
    


name: Speak with Dead
altname: speak with dead
school: Necromancy
subschool: None
descriptor: Language-Dependent
spellcraft_dc: None
level: Cleric 3
components: V, S, DF
casting_time: 10 minutes
range: 10 ft.
target: One dead creature
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates; see text
spell_resistance: No
short_description: Corpse answers one question/two levels.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.</p>
      <p>If the corpse has been subject to <i>speak with dead</i> within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.</p>
      <p>This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.</p>
      <p>Indeed, it can't even remember being questioned.</p>
      <p>This spell does not affect a corpse that has been turned into an undead creature.</p>
      <p/>
    

full_text:
      <div topic='Speak with Dead' level='5'><p><h5>Speak with Dead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Language-Dependent]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One dead creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.</p><p>If the corpse has been subject to <i>speak with dead</i> within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.</p><p>This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.</p><p>Indeed, it can't even remember being questioned.</p><p>This spell does not affect a corpse that has been turned into an undead creature.</p><p/>
</div>
    


name: Speak with Plants
altname: speak with plants
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 4, Druid 3, Ranger 2
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level
saving_throw: None
spell_resistance: None
short_description: You can talk to normal plants and plant creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.</p>
      <p>The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.</p>
      <p/>
    

full_text:
      <div topic='Speak with Plants' level='5'><p><h5>Speak with Plants</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Druid 3, Ranger 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr></table><p>You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.</p><p>The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.</p><p/>
</div>
    


name: Spectral Hand
altname: spectral hand
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: One spectral hand
duration: 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Creates disembodied glowing hand to deliver touch attacks.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the <i>spectral hand</i>. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.</p>
      <p>The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.</p>
      <p/>
    

full_text:
      <div topic='Spectral Hand' level='5'><p><h5>Spectral Hand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One spectral hand<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the <i>spectral hand</i>. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.</p><p>The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.</p><p/>
</div>
    


name: Spell Immunity
altname: spell immunity
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Protection 4, Strength 4
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject is immune to one spell per four levels.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. <i>spell immunity</i> protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.</p>
      <p>Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.</p>
      <p>A creature can have only one <i>spell immunity</i> or <i>greater spell immunity</i> spell in effect on it at a time.</p>
      <p/>
    

full_text:
      <div topic='Spell Immunity' level='5'><p><h5>Spell Immunity</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Protection 4, Strength 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. <i>spell immunity</i> protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.</p><p>Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.</p><p>A creature can have only one <i>spell immunity</i> or <i>greater spell immunity</i> spell in effect on it at a time.</p><p/>
</div>
    


name: Spell Immunity, Greater
altname: greater spell immunity
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 8
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: As spell immunity, but up to 8th-level spells.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>spell immunity</i>, except the immunity applies to spells of 8th level or lower.</p>
      <p>A creature can have only one <i>spell immunity</i> or <i>greater spell immunity</i> spell in effect on it at a time.</p>
      <p/>
    

full_text:
      <div topic='Spell Immunity, Greater' level='5'><p><h5>Spell Immunity, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8<br/></td></tr></table><p>This spell functions like <i>spell immunity</i>, except the immunity applies to spells of 8th level or lower.</p><p>A creature can have only one <i>spell immunity</i> or <i>greater spell immunity</i> spell in effect on it at a time.</p><p/>
</div>
    


name: Spell Resistance
altname: spell resistance
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 5, Magic 5, Protection 5
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject gains spell resistance 12 + level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
description: <p>The creature gains spell resistance equal to 12 + your caster level.</p> <p/>
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
full_text:
      <div topic='Spell Resistance' level='5'><p><h5>Spell Resistance</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Magic 5, Protection 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The creature gains spell resistance equal to 12 + your caster level.</p><p/>
</div>
    


name: Spellstaff
altname: spellstaff
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 6
components: V, S, F
casting_time: 10 minutes
range: Touch
target: Wooden quarterstaff touched
area: None
effect: None
duration: Permanent until discharged (D)
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Stores one spell in wooden quarterstaff.
to_develop: None
material_components: None
arcane_material_components: None
focus: The staff that stores the spell.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one <i>spellstaff</i> at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the <i>spellstaff</i>.</p>
      <p/>
    

full_text:
      <div topic='Spellstaff' level='5'><p><h5>Spellstaff</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Wooden quarterstaff touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one <i>spellstaff</i> at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the <i>spellstaff</i>.</p><p><i>Focus:</i> The staff that stores the spell.</p><p/>
</div>
    


name: Spell Turning
altname: spell turning
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Luck 7, Magic 7, Sorcerer/Wizard 7
components: V, S, M/DF
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: Until expended or 10 min./level
saving_throw: None
spell_resistance: None
short_description: Reflect 1d4+6 spell levels back at caster.
to_develop: None
material_components: None
arcane_material_components: A small silver mirror.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. <i>Spell turning</i> also fails to stop touch range spells.</p>
      <p>From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.</p>
      <p>When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.</p>
      <p>If you and a spellcasting attacker are both warded by <i>Spell turning</i> effects in operation, a resonating field is created.</p>
      <p>Roll randomly to determine the result.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>d%</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>01-70<br/></td>
<td>Spell drains away without effect.<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>71-80<br/></td>
<td>Spell affects both of you equally at full effect.<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>81-97<br/></td>
<td>Both turning effects are rendered nonfunctional for 1d4 minutes.<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>98-100<br/></td>
<td>Both of you go through a rift into another plane.<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Spell Turning' level='5'><p><h5>Spell Turning</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Luck 7, Magic 7, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Until expended or 10 min./level<br/></td></tr></table><p>Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. <i>Spell turning</i> also fails to stop touch range spells.</p><p>From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.</p><p>When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.</p><p>If you and a spellcasting attacker are both warded by <i>Spell turning</i> effects in operation, a resonating field is created.</p><p>Roll randomly to determine the result.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>d%</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>01-70<br/></td>
<td>Spell drains away without effect.<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>71-80<br/></td>
<td>Spell affects both of you equally at full effect.<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>81-97<br/></td>
<td>Both turning effects are rendered nonfunctional for 1d4 minutes.<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>98-100<br/></td>
<td>Both of you go through a rift into another plane.<br/></td>

</tr>
</table><p><i>Arcane Material Component:</i> A small silver mirror.</p><p/>
</div>
    


name: Spider Climb
altname: spider climb
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 2, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Grants ability to walk on walls and ceilings.
to_develop: None
material_components: A drop of bitumen and a live spider, both of which must be eaten by the subject.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A <i>spider climbing</i> creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.</p>
      <p/>
    

full_text:
      <div topic='Spider Climb' level='5'><p><h5>Spider Climb</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A <i>spider climbing</i> creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.</p><p><i>Material Component:</i> A drop of bitumen and a live spider, both of which must be eaten by the subject.</p><p/>
</div>
    


name: Spike Growth
altname: spike growth
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 3, Ranger 2
components: V, S, DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: One 20-ft. square/level
effect: None
duration: 1 hour/level (D)
saving_throw: Reflex partial
spell_resistance: Yes
short_description: Creatures in area take 1d4 damage, may be slowed.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.</p>
      <p>In areas of bare earth, roots and rootlets act in the same way. Typically, <i>Spike growth</i> can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.</p>
      <p>Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a <i>cure</i> spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.</p>
      <p><i>Spike growth</i> can't be disabled with the Disable Device skill.</p>
      <p><i>Note:</i> Magic traps such as <i>Spike growth</i> are hard to detect. A rogue (only) can use the Search skill to find a <i>spike growth</i>. The DC is 25 + spell level, or DC 28 for <i>Spike growth</i> (or DC 27 for <i>Spike growth</i> cast by a ranger).</p>
      <p/>
    

full_text:
      <div topic='Spike Growth' level='5'><p><h5>Spike Growth</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 3, Ranger 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>One 20-ft. square/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.</p><p>In areas of bare earth, roots and rootlets act in the same way. Typically, <i>Spike growth</i> can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.</p><p>Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a <i>cure</i> spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.</p><p><i>Spike growth</i> can't be disabled with the Disable Device skill.</p><p><i>Note:</i> Magic traps such as <i>Spike growth</i> are hard to detect. A rogue (only) can use the Search skill to find a <i>spike growth</i>. The DC is 25 + spell level, or DC 28 for <i>Spike growth</i> (or DC 27 for <i>Spike growth</i> cast by a ranger).</p><p/>
</div>
    


name: Spike Stones
altname: spike stones
school: Transmutation
subschool: None
descriptor: Earth
spellcraft_dc: None
level: Druid 4, Earth 4
components: V, S, DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: One 20-ft. square/level
effect: None
duration: 1 hour/level (D)
saving_throw: Reflex partial
spell_resistance: Yes
short_description: Creatures in area take 1d8 damage, may be slowed.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.</p>
      <p><i>spike stones</i> impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed.</p>
      <p>In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.</p>
      <p>Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a <i>cure</i> spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.</p>
      <p><i>spike stones</i> is a magic trap that can't be disabled with the Disable Device skill.</p>
      <p><i>Note:</i> Magic traps such as <i>spike stones</i> are hard to detect. A rogue (only) can use the Search skill to find <i>spike stones</i>. The DC is 25 + spell level, or DC 29 for <i>spike stones</i>.</p>
      <p/>
    

full_text:
      <div topic='Spike Stones' level='5'><p><h5>Spike Stones</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Earth]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 4, Earth 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>One 20-ft. square/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.</p><p><i>spike stones</i> impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed.</p><p>In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.</p><p>Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a <i>cure</i> spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.</p><p><i>spike stones</i> is a magic trap that can't be disabled with the Disable Device skill.</p><p><i>Note:</i> Magic traps such as <i>spike stones</i> are hard to detect. A rogue (only) can use the Search skill to find <i>spike stones</i>. The DC is 25 + spell level, or DC 29 for <i>spike stones</i>.</p><p/>
</div>
    


name: Spiritual Weapon
altname: spiritual weapon
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Cleric 2, War 2
components: V, S, DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Magic weapon of force
duration: 1 round/level (D)
saving_throw: None
spell_resistance: Yes
short_description: Magical weapon attacks on its own.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.</p>
      <p>Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the <i>spiritual weapon</i> is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.</p>
      <p>A <i>spiritual weapon</i> cannot be attacked or harmed by physical attacks, but <i>dispel magic</i>, <i>disintegrate</i>, a <i>sphere of annihilation</i>, or a <i>rod of cancellation</i> affects it. A <i>spiritual weapon</i>'s AC against touch attacks is 12 (10 + size bonus for Tiny object).</p>
      <p>If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the <i>spiritual weapon</i> strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.</p>
      <p>The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a <i>spiritual weapon</i> of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.</p>
      <div topic='Chaos: Battleaxe' level='8'><p><i>Chaos:</i> Battleaxe</p>
</div>
      <div topic='Evil: Light Flail' level='8'><p><i>Evil:</i> Light flail</p>
</div>
      <div topic='Good: Warhammer' level='8'><p><i>Good:</i> Warhammer</p><p><i>Law:</i> Longsword,</p><p/>
</div>
    

full_text:
      <div topic='Spiritual Weapon' level='5'><p><h5>Spiritual Weapon</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, War 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Magic weapon of force<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.</p><p>Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the <i>spiritual weapon</i> is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.</p><p>A <i>spiritual weapon</i> cannot be attacked or harmed by physical attacks, but <i>dispel magic</i>, <i>disintegrate</i>, a <i>sphere of annihilation</i>, or a <i>rod of cancellation</i> affects it. A <i>spiritual weapon</i>'s AC against touch attacks is 12 (10 + size bonus for Tiny object).</p><p>If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the <i>spiritual weapon</i> strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.</p><p>The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a <i>spiritual weapon</i> of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.</p><div topic='Chaos: Battleaxe' level='8'><p><i>Chaos:</i> Battleaxe</p>
</div><div topic='Evil: Light Flail' level='8'><p><i>Evil:</i> Light flail</p>
</div><div topic='Good: Warhammer' level='8'><p><i>Good:</i> Warhammer</p><p><i>Law:</i> Longsword,</p><p/>
</div>
</div>
    


name: Statue
altname: statue
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, M
casting_time: 1 round
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject can become a statue at will.
to_develop: None
material_components: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>A <i>statue</i> spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.</p>
      <p>The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.</p>
      <p>The subject of a <i>statue</i> spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.</p>
      <p/>
    

full_text:
      <div topic='Statue' level='5'><p><h5>Statue</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>A <i>statue</i> spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.</p><p>The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.</p><p>The subject of a <i>statue</i> spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.</p><p><i>Material Component:</i> Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.</p><p/>
</div>
    


name: Status
altname: status
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2
components: V, S
casting_time: 1 standard action
range: Touch
target: One living creature touched per three levels
area: None
effect: None
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Monitors condition, position of allies.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>When you need to keep track of comrades who may get separated, <i>status</i> allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, <i>confused</i>,  or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.</p>
      <p/>
    

full_text:
      <div topic='Status' level='5'><p><h5>Status</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One living creature touched per three levels<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>When you need to keep track of comrades who may get separated, <i>status</i> allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, <i>confused</i>,  or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.</p><p/>
</div>
    


name: Stinking Cloud
altname: stinking cloud
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fortitude negates; see text
spell_resistance: No
short_description: Nauseating vapors, 1 round/level.
to_develop: None
material_components: A rotten egg or several skunk cabbage leaves.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p><i>stinking cloud</i> creates a bank of fog like that created by <i>fog cloud</i>, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.</p>
      <p><i>stinking cloud</i> can be made permanent with a <i>permanency</i> spell. A permanent <i>stinking cloud</i> dispersed by wind reforms in 10 minutes.</p>
      <p/>
    

full_text:
      <div topic='Stinking Cloud' level='5'><p><h5>Stinking Cloud</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Cloud spreads in 20-ft. radius, 20 ft. high<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>stinking cloud</i> creates a bank of fog like that created by <i>fog cloud</i>, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.</p><p><i>stinking cloud</i> can be made permanent with a <i>permanency</i> spell. A permanent <i>stinking cloud</i> dispersed by wind reforms in 10 minutes.</p><p><i>Material Component:</i> A rotten egg or several skunk cabbage leaves.</p><p/>
</div>
    


name: Stone Shape
altname: stone shape
school: Transmutation
subschool: None
descriptor: Earth
spellcraft_dc: None
level: Cleric 3, Druid 3, Earth 3, Sorcerer/Wizard 4
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Sculpts stone into any shape.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
arcane_material_components:
Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.

description:
      <p>You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with <i>stone shape</i>,  fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.</p>
      <p/>
    

full_text:
      <div topic='Stone Shape' level='5'><p><h5>Stone Shape</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Earth]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Druid 3, Earth 3, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with <i>stone shape</i>,  fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.</p><p><i>Arcane Material Component:</i> Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.</p><p/>
</div>
    


name: Stoneskin
altname: stoneskin
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 5, Earth 6, Sorcerer/Wizard 4, Strength 6
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 min./level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Ignore 10 points of damage per attack.
to_develop: None
material_components: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.</p>
      <p/>
    

full_text:
      <div topic='Stoneskin' level='5'><p><h5>Stoneskin</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 5, Earth 6, Sorcerer/Wizard 4, Strength 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level or until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.</p><p><i>Material Component:</i> Granite and 250 gp worth of diamond dust sprinkled on the target's skin.</p><p/>
</div>
    


name: Stone Tell
altname: stone tell
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 6
components: V, S, DF
casting_time: 10 minutes
range: Personal
target: You
area: None
effect: None
duration: 1 min./level
saving_throw: None
spell_resistance: None
short_description: Talk to natural or worked stone.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.</p>
      <p>You can speak with natural or worked stone.</p>
      <p/>
    

full_text:
      <div topic='Stone Tell' level='5'><p><h5>Stone Tell</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr></table><p>You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.</p><p>You can speak with natural or worked stone.</p><p/>
</div>
    


name: Stone to Flesh
altname: stone to flesh
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 6
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude negates (object); see text
spell_resistance: Yes
short_description: Restores petrified creature.
to_develop: None
material_components: A pinch of earth and a drop of blood.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.</p>
      <p>The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.</p>
      <p/>
    

full_text:
      <div topic='Stone to Flesh' level='5'><p><h5>Stone to Flesh</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (object); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.</p><p>The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.</p><p><i>Material Component:</i> A pinch of earth and a drop of blood.</p><p/>
</div>
    


name: Storm of Vengeance
altname: storm of vengeance
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Druid 9, Cleric 9
components: V, S
casting_time: 1 round
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: 360-ft. -radius storm cloud
duration: Concentration (maximum 10 rounds) (D)
saving_throw: See text
spell_resistance: Yes
short_description: Storm rains acid, lightning, and hail.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.</p>
      <p>If you do not maintain concentration on the spell after casting it, the spell ends.  If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.</p>
      <p><i>2nd Round:</i> Acid rains down in the area, dealing 1d6 points of acid damage (no save).</p>
      <p><i>3rd Round:</i> You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.</p>
      <p><i>4th Round:</i> Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).</p>
      <p><i>5th through 10th Rounds:</i> Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.</p>
      <p>Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the <i>storm of vengeance</i>'s save DC + the level of the spell the caster is trying to cast.</p>
      <p/>
    

full_text:
      <div topic='Storm of Vengeance' level='5'><p><h5>Storm of Vengeance</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 9, Cleric 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>360-ft. -radius storm cloud<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration (maximum 10 rounds) (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.</p><p>If you do not maintain concentration on the spell after casting it, the spell ends.  If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.</p><p><i>2nd Round:</i> Acid rains down in the area, dealing 1d6 points of acid damage (no save).</p><p><i>3rd Round:</i> You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.</p><p><i>4th Round:</i> Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).</p><p><i>5th through 10th Rounds:</i> Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.</p><p>Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the <i>storm of vengeance</i>'s save DC + the level of the spell the caster is trying to cast.</p><p/>
</div>
    


name: Suggestion
altname: suggestion
school: Enchantment
subschool: Compulsion
descriptor: Language-Dependent, Mind-Affecting
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 3
components: V, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature
area: None
effect: None
duration: 1 hour/level or until completed
saving_throw: Will negates
spell_resistance: Yes
short_description: Compels subject to follow stated course of action.
to_develop: None
material_components: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The <i>suggestion</i> must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.</p>
      <p>The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.</p>
      <p>A very reasonable <i>suggestion</i> causes the save to be made with a penalty (such as -1 or -2).</p>
      <p/>
    

full_text:
      <div topic='Suggestion' level='5'><p><h5>Suggestion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level or until completed<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The <i>suggestion</i> must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.</p><p>The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.</p><p>A very reasonable <i>suggestion</i> causes the save to be made with a penalty (such as -1 or -2).</p><p><i>Material Component:</i> A snake's tongue and either a bit of honeycomb or a drop of sweet oil.</p><p/>
</div>
    


name: Suggestion, Mass
altname: mass suggestion
school: Enchantment
subschool: Compulsion
descriptor: Language-Dependent, Mind-Affecting
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 6
components: V, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 hour/level or until completed
saving_throw: Will negates
spell_resistance: Yes
short_description: As suggestion, plus one subject/level.
to_develop: None
material_components: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>suggestion</i>, except that it can affect more creatures. The same <i>suggestion</i> applies to all these creatures.</p>
      <p/>
    

full_text:
      <div topic='Suggestion, Mass' level='5'><p><h5>Suggestion, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>suggestion</i>, except that it can affect more creatures. The same <i>suggestion</i> applies to all these creatures.</p><p/>
</div>
    


name: Summon Instrument
altname: summon instrument
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Bard 0
components: V, S
casting_time: 1 round
range: 0 ft.
target: None
area: None
effect: One summoned handheld musical instrument
duration: 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Summons one instrument of the caster's choice.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands.</p>
      <p/>
    

full_text:
      <div topic='Summon Instrument' level='5'><p><h5>Summon Instrument</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One summoned handheld musical instrument<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands.</p><p/>
</div>
    


name: Summon Monster I
altname: summon monster I
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Bard 1, Cleric 1, Sorcerer/Wizard 1
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One summoned creature
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p>
      <p>The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.</p>
      <p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster I' level='5'><p><h5>Summon Monster I</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Cleric 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One summoned creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p><p>The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.</p><p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p><i>Arcane Focus:</i> A tiny bag and a small (not necessarily lit) candle.</p><p/>
</div>
    


name: Summon Monster II
altname: summon monster II
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Bard 2, Cleric 2, Sorcerer/Wizard 2
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster II' level='5'><p><h5>Summon Monster II</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.</p><p/>
</div>
    


name: Summon Monster III
altname: summon monster III
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Bard 3, Cleric 3, Sorcerer/Wizard 3
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster III' level='5'><p><h5>Summon Monster III</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Cleric 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.</p><p/>
</div>
    


name: Summon Monster IV
altname: summon monster IV
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Bard 4, Cleric 4, Sorcerer/Wizard 4
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster IV' level='5'><p><h5>Summon Monster IV</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Cleric 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p><p/>
</div>
    


name: Summon Monster V
altname: summon monster V
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Bard 5, Cleric 5, Sorcerer/Wizard 5
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster V' level='5'><p><h5>Summon Monster V</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Cleric 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p><p/>
</div>
    


name: Summon Monster VI
altname: summon monster VI
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Bard 6, Cleric 6, Sorcerer/Wizard 6
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster VI' level='5'><p><h5>Summon Monster VI</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Cleric 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p><p/>
</div>
    


name: Summon Monster VII
altname: summon monster VII
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Cleric 7, Sorcerer/Wizard 7
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One summoned creature
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster VII' level='5'><p><h5>Summon Monster VII</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Sorcerer/Wizard 7<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p><p/>
</div>
    


name: Summon Monster VIII
altname: summon monster VIII
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Cleric 8, Sorcerer/Wizard 8
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One summoned creature
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p>
      <p/>
    

full_text:
      <div topic='Summon Monster VIII' level='5'><p><h5>Summon Monster VIII</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Sorcerer/Wizard 8<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p><p/>
</div>
    


name: Summon Monster IX
altname: summon monster IX
school: Conjuration
subschool: Summoning
descriptor: see text for summon monster I
spellcraft_dc: None
level: Chaos 9, Cleric 9, Evil 9, Good 9, Law 9, Sorcerer/Wizard 9
components: V, S, F/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One summoned creature
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls extraplanar creature to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A tiny bag and a small (not necessarily lit) candle.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p>
      <p/>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Summon Monster</b><br/></td>
<td/>

</tr>

<tr maxcol='3' curcol='3'>
<td><b>1st Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dog<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial owl<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant fire beetle<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial porpoise<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial badger<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial monkey<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire rat<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish raven<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Medium<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Small<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish hawk<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Small<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish octopus<sup><b>1</b></sup><br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Small viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>2nd Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant bee<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant bombardier beetle<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial riding dog<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial eagle<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Lemure (devil)<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish squid<sup><b>1</b></sup><br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish wolf<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Large<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Medium<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish shark, Medium<sup><b>1</b></sup><br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Medium<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Medium viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>3rd Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial black bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial bison<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dire badger<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial hippogriff<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Small (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish ape<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire weasel<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Hell hound<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, constrictor<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish boar<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire bat<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Huge<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish crocodile<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Dretch (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Large viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish wolverine<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>4th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Archon, lantern<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant owl<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant eagle<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial lion<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Mephit (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire wolf<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant wasp<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant praying mantis<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish shark, Large<sup><b>1</b></sup><br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Yeth hound<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Large<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Huge viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Howler<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>5th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Archon, hound<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial brown bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant stag beetle<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial sea cat<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial griffon<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Medium (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Achaierai<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, bearded<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish deinonychus<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire ape<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire boar<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish shark, Huge<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Large<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Shadow mastiff<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire wolverine<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant crocodile<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish tiger<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>6th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial polar bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial orca whale<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Bralani (eladrin)<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dire lion<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Large (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Janni (genie)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Chaos beast<br/></td>
<td>CN<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, chain<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Xill<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Gargantuan<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish rhinoceros<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish elasmosaurus<sup><b>1</b></sup><br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Huge<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, giant constrictor<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>7th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial elephant<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Avoral (guardinal)<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial baleen whale<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Djinni (genie)<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Huge (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Invisible stalker<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, bone<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish megaraptor<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Huge<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Babau (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant octopus<sup><b>1</b></sup><br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish girallon<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>8th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dire bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial cachalot whale<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial triceratops<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Lillend<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, greater (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant squid<sup><b>1</b></sup><br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Hellcat<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Colossal<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire tiger<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Gargantuan<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish tyrannosaurus<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Vrock (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>9th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Couatl<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Leonal (guardinal)<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial roc<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, elder (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, barbed<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire shark<sup><b>1</b></sup><br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Gargantuan<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Night hag<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Bebilith (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Colossal<br/></td>
<td>CE<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Hezrou (demon)<br/></td>
<td>CE<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 May be summoned only into an aquatic or watery environment.<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Summon Monster IX' level='5'><p><h5>Summon Monster IX</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text for summon monster I]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Chaos 9, Cleric 9, Evil 9, Good 9, Law 9, Sorcerer/Wizard 9<br/></td></tr></table><p>This spell functions like <i>summon monster I</i>,  except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Summon Monster</b><br/></td>
<td/>

</tr>

<tr maxcol='3' curcol='3'>
<td><b>1st Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dog<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial owl<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant fire beetle<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial porpoise<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial badger<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial monkey<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire rat<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish raven<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Medium<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Small<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish hawk<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Small<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish octopus<sup><b>1</b></sup><br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Small viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>2nd Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant bee<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant bombardier beetle<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial riding dog<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial eagle<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Lemure (devil)<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish squid<sup><b>1</b></sup><br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish wolf<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Large<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Medium<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish shark, Medium<sup><b>1</b></sup><br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Medium<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Medium viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>3rd Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial black bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial bison<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dire badger<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial hippogriff<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Small (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish ape<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire weasel<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Hell hound<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, constrictor<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish boar<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire bat<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Huge<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish crocodile<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Dretch (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Large viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish wolverine<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>4th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Archon, lantern<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant owl<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant eagle<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial lion<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Mephit (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire wolf<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant wasp<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant praying mantis<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish shark, Large<sup><b>1</b></sup><br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Yeth hound<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Large<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, Huge viper<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Howler<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>5th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Archon, hound<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial brown bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial giant stag beetle<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial sea cat<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial griffon<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Medium (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Achaierai<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, bearded<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish deinonychus<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire ape<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire boar<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish shark, Huge<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Large<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Shadow mastiff<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire wolverine<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant crocodile<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish tiger<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>6th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial polar bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial orca whale<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Bralani (eladrin)<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dire lion<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Large (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Janni (genie)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Chaos beast<br/></td>
<td>CN<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, chain<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Xill<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Gargantuan<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish rhinoceros<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish elasmosaurus<sup><b>1</b></sup><br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Huge<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish snake, giant constrictor<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>7th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial elephant<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Avoral (guardinal)<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial baleen whale<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Djinni (genie)<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, Huge (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Invisible stalker<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, bone<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish megaraptor<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Huge<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Babau (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant octopus<sup><b>1</b></sup><br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish girallon<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>8th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial dire bear<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial cachalot whale<sup><b>1</b></sup><br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial triceratops<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Lillend<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, greater (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish giant squid<sup><b>1</b></sup><br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Hellcat<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous centipede, Colossal<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire tiger<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Gargantuan<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish tyrannosaurus<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Vrock (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td><b>9th Level</b><br/></td>
<td/>

</tr>
<tr maxcol='3' curcol='3'>
<td>Couatl<br/></td>
<td>LG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Leonal (guardinal)<br/></td>
<td>NG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Celestial roc<br/></td>
<td>CG<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Elemental, elder (any)<br/></td>
<td>N<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Devil, barbed<br/></td>
<td>LE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish dire shark<sup><b>1</b></sup><br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous scorpion, Gargantuan<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Night hag<br/></td>
<td>NE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Bebilith (demon)<br/></td>
<td>CE<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Fiendish monstrous spider, Colossal<br/></td>
<td>CE<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Hezrou (demon)<br/></td>
<td>CE<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 May be summoned only into an aquatic or watery environment.<br/></td>

</tr>
</table><p/>
</div>
    


name: Summon Nature's Ally I
altname: summon nature's ally I
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One summoned creature
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls animal to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p>
      <p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.</p>
      <p>The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature's Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.</p>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally I' level='5'><p><h5>Summon Nature's Ally I</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One summoned creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p><p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.</p><p>The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature's Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.</p><p/>
</div>
    


name: Summon Nature's Ally II
altname: summon nature's ally II
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Druid 2, Ranger 2
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls animal to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.</p>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally II' level='5'><p><h5>Summon Nature's Ally II</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Ranger 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.</p><p/>
</div>
    


name: Summon Nature's Ally III
altname: summon nature's ally III
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Druid 3, Ranger 3
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls animal to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
    

full_text:
      <div topic='Summon Nature's Ally III' level='5'><p><h5>Summon Nature's Ally III</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 3, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
</div>
    


name: Summon Nature's Ally IV
altname: summon nature's ally IV
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Animal 4, Druid 4, Ranger 4
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls animal to fight for you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally IV' level='5'><p><h5>Summon Nature's Ally IV</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Animal 4, Druid 4, Ranger 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p/>
</div>
    


name: Summon Nature's Ally V
altname: summon nature's ally V
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Druid 5
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls creature to fight.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally V' level='5'><p><h5>Summon Nature's Ally V</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p/>
</div>
    


name: Summon Nature's Ally VI
altname: summon nature's ally VI
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Druid 6
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls creature to fight.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally VI' level='5'><p><h5>Summon Nature's Ally VI</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p/>
</div>
    


name: Summon Nature's Ally VII
altname: summon nature's ally VII
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Druid 7
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls creature to fight.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally VII' level='5'><p><h5>Summon Nature's Ally VII</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p/>
</div>
    


name: Summon Nature's Ally VIII
altname: summon nature's ally VIII
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Animal 8, Druid 8
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls creature to fight.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally VIII' level='5'><p><h5>Summon Nature's Ally VIII</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Animal 8, Druid 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p/>
</div>
    


name: Summon Nature's Ally IX
altname: summon nature's ally IX
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Druid 9
components: V, S, DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One or more creatures, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Calls creature to fight.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p>
      <p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='2' curcol='2'>
<td><b>Summon Nature's Ally</b><br/></td>

</tr>

<tr maxcol='2' curcol='2'>
<td><b>1st Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire rat<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Eagle (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Monkey (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Octopus<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Owl (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Porpoise<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Small viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Wolf (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>2nd Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Bear, black (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Crocodile (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire badger<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire bat<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Small (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Hippogriff<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Shark, Medium<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Medium viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Squid<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Wolverine (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>3rd Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Ape (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire weasel<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire wolf<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Eagle, giant [NG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Lion<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Owl, giant [NG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Satyr [CN; without pipes]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Shark, Large<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, constrictor (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Large viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Thoqqua<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>4th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Arrowhawk, juvenile<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Bear, brown (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Crocodile, giant (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Deinonychus (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire ape<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire boar<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire wolverine<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Medium (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Salamander, flamebrother [NE]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Sea cat<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Shark, Huge<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Huge viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tiger (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tojanida, juvenile<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Unicorn [CG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Xorn, minor<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>5th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Arrowhawk, adult<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Bear, polar (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire lion<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elasmosaurus<b>1</b> (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Large (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Griffon<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Janni (genie)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Rhinoceros (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Satyr [CN; with pipes]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, giant constrictor (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Nixie (sprite)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tojanida, adult<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Whale, orca<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>6th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire bear<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Huge (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elephant (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Girallon<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Megaraptor (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Octopus, giant<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Pixie* (sprite) [NG; no special arrows]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Salamander, average [NE]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Whale, baleen<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Xorn, average<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>*Can't cast <i>irresistible dance</i><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>7th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Arrowhawk, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire tiger<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, greater (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Djinni (genie) [NG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Invisible stalker<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Pixie* (sprite) [NG; with sleep arrows]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Squid, giant<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Triceratops (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tyrannosaurus (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Whale, cachalot<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Xorn, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>*Can't cast <i>irresistible dance</i><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>8th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire shark<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Roc<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Salamander, noble [NE]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tojanida, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>9th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Grig [NG; with fiddle] (sprite)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Pixie* (sprite) [NG; with sleep and memory loss arrows]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Unicorn, celestial charger<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>*Can cast <i>irresistible dance</i><br/></td>

</tr>

<tr maxcol='2' curcol='2'>
<td>1 May be summoned only into an aquatic or watery environment.<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Summon Nature's Ally IX' level='5'><p><h5>Summon Nature's Ally IX</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>summon nature's ally I</i>,  except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.</p><p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='2' curcol='2'>
<td><b>Summon Nature's Ally</b><br/></td>

</tr>

<tr maxcol='2' curcol='2'>
<td><b>1st Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire rat<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Eagle (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Monkey (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Octopus<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Owl (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Porpoise<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Small viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Wolf (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>2nd Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Bear, black (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Crocodile (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire badger<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire bat<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Small (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Hippogriff<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Shark, Medium<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Medium viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Squid<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Wolverine (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>3rd Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Ape (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire weasel<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire wolf<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Eagle, giant [NG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Lion<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Owl, giant [NG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Satyr [CN; without pipes]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Shark, Large<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, constrictor (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Large viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Thoqqua<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>4th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Arrowhawk, juvenile<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Bear, brown (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Crocodile, giant (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Deinonychus (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire ape<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire boar<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire wolverine<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Medium (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Salamander, flamebrother [NE]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Sea cat<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Shark, Huge<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, Huge viper (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tiger (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tojanida, juvenile<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Unicorn [CG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Xorn, minor<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>5th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Arrowhawk, adult<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Bear, polar (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire lion<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elasmosaurus<b>1</b> (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Large (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Griffon<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Janni (genie)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Rhinoceros (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Satyr [CN; with pipes]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Snake, giant constrictor (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Nixie (sprite)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tojanida, adult<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Whale, orca<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>6th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire bear<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, Huge (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elephant (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Girallon<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Megaraptor (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Octopus, giant<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Pixie* (sprite) [NG; no special arrows]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Salamander, average [NE]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Whale, baleen<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Xorn, average<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>*Can't cast <i>irresistible dance</i><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>7th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Arrowhawk, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire tiger<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, greater (any)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Djinni (genie) [NG]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Invisible stalker<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Pixie* (sprite) [NG; with sleep arrows]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Squid, giant<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Triceratops (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tyrannosaurus (dinosaur)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Whale, cachalot<b>1</b> (animal)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Xorn, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>*Can't cast <i>irresistible dance</i><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>8th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Dire shark<sup><b>1</b></sup><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Roc<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Salamander, noble [NE]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Tojanida, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td><b>9th Level</b><br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Elemental, elder<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Grig [NG; with fiddle] (sprite)<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Pixie* (sprite) [NG; with sleep and memory loss arrows]<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>Unicorn, celestial charger<br/></td>

</tr>
<tr maxcol='2' curcol='2'>
<td>*Can cast <i>irresistible dance</i><br/></td>

</tr>

<tr maxcol='2' curcol='2'>
<td>1 May be summoned only into an aquatic or watery environment.<br/></td>

</tr>
</table><p/>
</div>
    


name: Summon Swarm
altname: summon swarm
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Bard 2, Druid 2, Sorcerer/Wizard 2
components: V, S, M/DF
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One swarm of bats, rats, or spiders
duration: Concentration + 2 rounds
saving_throw: None
spell_resistance: No
short_description: Summons swarm of bats, rats, or spiders.
to_develop: None
material_components: None
arcane_material_components: A square of red cloth.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.</p>
      <p/>
    

full_text:
      <div topic='Summon Swarm' level='5'><p><h5>Summon Swarm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Druid 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One swarm of bats, rats, or spiders<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration + 2 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.</p><p><i>Arcane Material Component:</i> A square of red cloth.</p><p/>
</div>
    


name: Sunbeam
altname: sunbeam
school: Evocation
subschool: None
descriptor: Light
spellcraft_dc: None
level: Druid 7, Sun 7
components: V, S, DF
casting_time: 1 standard action
range: 60 ft.
target: None
area: Line from your hand
effect: None
duration: 1 round/level or until all beams are exhausted
saving_throw: Reflex negates and Reflex half; see text
spell_resistance: Yes
short_description: Beam blinds and deals 4d6 damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.</p>
      <p>Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.</p>
      <p>An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.</p>
      <p>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.</p>
      <p/>
    

full_text:
      <div topic='Sunbeam' level='5'><p><h5>Sunbeam</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Light]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 7, Sun 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Line from your hand<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level or until all beams are exhausted<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex negates and Reflex half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.</p><p>Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.</p><p>An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.</p><p>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.</p><p/>
</div>
    


name: Sunburst
altname: sunburst
school: Evocation
subschool: None
descriptor: Light
spellcraft_dc: None
level: Druid 8, Sorcerer/Wizard 8, Sun 8
components: V, S, M/DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: 80-ft. -radius burst
effect: None
duration: Instantaneous
saving_throw: Reflex partial; see text
spell_resistance: Yes
short_description: Blinds all within 10 ft., deals 6d6 damage.
to_develop: None
material_components: None
arcane_material_components: A piece of sunstone and a naked flame.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p><i>Sunburst</i> causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.</p>
      <p>An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.</p>
      <p>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.</p>
      <p><i>Sunburst</i> dispels any darkness spells of lower than 9th level within its area.</p>
      <p/>
    

full_text:
      <div topic='Sunburst' level='5'><p><h5>Sunburst</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Light]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 8, Sorcerer/Wizard 8, Sun 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>80-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex partial; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>Sunburst</i> causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.</p><p>An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.</p><p>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.</p><p><i>Sunburst</i> dispels any darkness spells of lower than 9th level within its area.</p><p><i>Arcane Material Component:</i> A piece of sunstone and a naked flame.</p><p/>
</div>
    


name: Symbol of Death
altname: symbol of death
school: Necromancy
subschool: None
descriptor: Death
spellcraft_dc: None
level: Cleric 8, Sorcerer/Wizard 8
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Triggered rune slays nearby creatures.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
material_components:
Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

description:
      <p>This spell allows you to scribe a potent rune of power upon a surface. When triggered, a <i>symbol of death</i> slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The <i>symbol of death</i> affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the <i>symbol</i> becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. Any creature that enters the area while the <i>symbol of death</i> is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the <i>symbol</i> only once as long as it remains within the area, though if it leaves the area and returns while the <i>symbol</i> is still active, it must save again.</p>
      <p>Until it is triggered, the <i>symbol of death</i> is inactive (though visible and legible at a distance of 60 feet). To be effective, a <i>symbol of death</i> must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the <i>symbol of death</i> ineffective, unless a creature removes the covering, in which case the <i>symbol of death</i> works normally.</p>
      <p>As a default, a <i>symbol of death</i> is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a <i>symbol of death</i>'s triggering conditions cannot be changed.</p>
      <p>In this case, 'reading' the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a <i>symbol of death</i> to render it inoperative triggers it if the symbol reacts to touch. You can't use a <i>symbol of death</i> offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the <i>symbol of death</i> is used to touch a creature. Likewise, a <i>symbol of death</i> cannot be placed on a weapon and set to activate when the weapon strikes a foe.</p>
      <p>You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a <i>symbol of death</i> can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.</p>
      <p>When scribing a <i>symbol of death</i>, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.</p>
      <p>You also can attune any number of creatures to the <i>symbol of death</i>,  but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a <i>symbol of death</i> cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own <i>symbols of death</i>, and thus always ignore the effects and cannot inadvertently trigger them.</p>
      <p><i>Read magic</i> allows you to identify a <i>symbol of death</i> with a DC 19 Spellcraft check. Of course, if the <i>symbol of death</i> is set to be triggered by reading it, this will trigger the symbol.</p>
      <p>A <i>symbol of death</i> can be removed by a successful <i>dispel magic</i> targeted solely on the rune. An <i>erase</i> spell has no effect on a <i>symbol of death</i>. Destruction of the surface where a <i>symbol of death</i> is inscribed destroys the <i>symbol</i> but also triggers it.</p>
      <p><i>symbol of death</i> can be made permanent with a <i>permanency</i> spell. A permanent <i>symbol of death</i> that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of death</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of death</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for <i>symbol of death</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Death' level='5'><p><h5>Symbol of Death</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Death]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One symbol<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell allows you to scribe a potent rune of power upon a surface. When triggered, a <i>symbol of death</i> slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The <i>symbol of death</i> affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the <i>symbol</i> becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. Any creature that enters the area while the <i>symbol of death</i> is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the <i>symbol</i> only once as long as it remains within the area, though if it leaves the area and returns while the <i>symbol</i> is still active, it must save again.</p><p>Until it is triggered, the <i>symbol of death</i> is inactive (though visible and legible at a distance of 60 feet). To be effective, a <i>symbol of death</i> must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the <i>symbol of death</i> ineffective, unless a creature removes the covering, in which case the <i>symbol of death</i> works normally.</p><p>As a default, a <i>symbol of death</i> is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a <i>symbol of death</i>'s triggering conditions cannot be changed.</p><p>In this case, 'reading' the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a <i>symbol of death</i> to render it inoperative triggers it if the symbol reacts to touch. You can't use a <i>symbol of death</i> offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the <i>symbol of death</i> is used to touch a creature. Likewise, a <i>symbol of death</i> cannot be placed on a weapon and set to activate when the weapon strikes a foe.</p><p>You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a <i>symbol of death</i> can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.</p><p>When scribing a <i>symbol of death</i>, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.</p><p>You also can attune any number of creatures to the <i>symbol of death</i>,  but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a <i>symbol of death</i> cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own <i>symbols of death</i>, and thus always ignore the effects and cannot inadvertently trigger them.</p><p><i>Read magic</i> allows you to identify a <i>symbol of death</i> with a DC 19 Spellcraft check. Of course, if the <i>symbol of death</i> is set to be triggered by reading it, this will trigger the symbol.</p><p>A <i>symbol of death</i> can be removed by a successful <i>dispel magic</i> targeted solely on the rune. An <i>erase</i> spell has no effect on a <i>symbol of death</i>. Destruction of the surface where a <i>symbol of death</i> is inscribed destroys the <i>symbol</i> but also triggers it.</p><p><i>symbol of death</i> can be made permanent with a <i>permanency</i> spell. A permanent <i>symbol of death</i> that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.</p><p><i>Note:</i> Magic traps such as <i>symbol of death</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of death</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for <i>symbol of death</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.</p><p/>
</div>
    


name: Symbol of Fear
altname: symbol of fear
school: Necromancy
subschool: None
descriptor: Fear, Mind-Affecting
spellcraft_dc: None
level: Cleric 6, Sorcerer/Wizard 6
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Will negates
spell_resistance: Yes
short_description: Triggered rune panics nearby creatures.
to_develop: None
material_components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>symbol of death</i>, except that all creatures within 60 feet of the <i>symbol of fear</i> instead become panicked for 1 round per caster level.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of fear</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of fear</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for <i>symbol of fear</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Fear' level='5'><p><h5>Symbol of Fear</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Fear, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr></table><p>This spell functions like <i>symbol of death</i>, except that all creatures within 60 feet of the <i>symbol of fear</i> instead become panicked for 1 round per caster level.</p><p><i>Note:</i> Magic traps such as <i>symbol of fear</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of fear</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for <i>symbol of fear</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.</p><p/>
</div>
    


name: Symbol of Insanity
altname: symbol of insanity
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Cleric 8, Sorcerer/Wizard 8
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Will negates
spell_resistance: Yes
short_description: Triggered rune renders nearby creatures insane.
to_develop: None
material_components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>symbol of death</i>, except that all creatures within the radius of the <i>symbol of insanity</i> instead become permanently insane (as the <i>insanity</i> spell).</p>
      <p>Unlike <i>symbol of death</i>, symbol of insanity has no hit point limit; once triggered, a <i>symbol of insanity</i> simply remains active for 10 minutes per caster level.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of insanity</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of insanity</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for <i>symbol of insanity</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Insanity' level='5'><p><h5>Symbol of Insanity</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr></table><p>This spell functions like <i>symbol of death</i>, except that all creatures within the radius of the <i>symbol of insanity</i> instead become permanently insane (as the <i>insanity</i> spell).</p><p>Unlike <i>symbol of death</i>, symbol of insanity has no hit point limit; once triggered, a <i>symbol of insanity</i> simply remains active for 10 minutes per caster level.</p><p><i>Note:</i> Magic traps such as <i>symbol of insanity</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of insanity</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for <i>symbol of insanity</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</p><p/>
</div>
    


name: Symbol of Pain
altname: symbol of pain
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 5, Sorcerer/Wizard 5
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Triggered rune wracks nearby creatures with pain.
to_develop: None
material_components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>symbol of death</i>, except that each creature within the radius of a <i>symbol of pain</i> instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.</p>
      <p>Unlike <i>symbol of death</i>, <i>symbol of pain</i> has no hit point limit; once triggered, a <i>symbol of pain</i> simply remains active for 10 minutes per caster level.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of pain</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of pain</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for <i>symbol of pain</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Pain' level='5'><p><h5>Symbol of Pain</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Sorcerer/Wizard 5<br/></td></tr></table><p>This spell functions like <i>symbol of death</i>, except that each creature within the radius of a <i>symbol of pain</i> instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.</p><p>Unlike <i>symbol of death</i>, <i>symbol of pain</i> has no hit point limit; once triggered, a <i>symbol of pain</i> simply remains active for 10 minutes per caster level.</p><p><i>Note:</i> Magic traps such as <i>symbol of pain</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of pain</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for <i>symbol of pain</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.</p><p/>
</div>
    


name: Symbol of Persuasion
altname: symbol of persuasion
school: Enchantment
subschool: Charm
descriptor: Mind-Affecting
spellcraft_dc: None
level: Cleric 6, Sorcerer/Wizard 6
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Will negates
spell_resistance: Yes
short_description: Triggered rune charms nearby creatures.
to_develop: None
material_components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>symbol of death</i>, except that all creatures within the radius of a <i>symbol of persuasion</i> instead become <i>charmed</i> by the caster (as the <i>charm monster</i> spell) for 1 hour per caster level.</p>
      <p>Unlike <i>symbol of death</i>, <i>symbol of persuasion</i> has no hit point limit; once triggered, a <i>symbol of persuasion</i> simply remains active for 10 minutes per caster level.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of persuasion</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of persuasion</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for <i>symbol of persuasion</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Persuasion' level='5'><p><h5>Symbol of Persuasion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Charm) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr></table><p>This spell functions like <i>symbol of death</i>, except that all creatures within the radius of a <i>symbol of persuasion</i> instead become <i>charmed</i> by the caster (as the <i>charm monster</i> spell) for 1 hour per caster level.</p><p>Unlike <i>symbol of death</i>, <i>symbol of persuasion</i> has no hit point limit; once triggered, a <i>symbol of persuasion</i> simply remains active for 10 minutes per caster level.</p><p><i>Note:</i> Magic traps such as <i>symbol of persuasion</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of persuasion</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for <i>symbol of persuasion</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</p><p/>
</div>
    


name: Symbol of Sleep
altname: symbol of sleep
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Cleric 5, Sorcerer/Wizard 5
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Will negates
spell_resistance: Yes
short_description: Triggered rune puts nearby creatures into catatonic slumber.
to_develop: None
material_components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>symbol of death</i>, except that all creatures of 10 HD or less within 60 feet of the <i>symbol of sleep</i> instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the <i>sleep</i> spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.</p>
      <p>Unlike <i>symbol of death</i>, <i>symbol of sleep</i> has no hit point limit; once triggered, a <i>symbol of sleep</i> simply remains active for 10 minutes per caster level.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of sleep</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of sleep</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for <i>symbol of sleep</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Sleep' level='5'><p><h5>Symbol of Sleep</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr></table><p>This spell functions like <i>symbol of death</i>, except that all creatures of 10 HD or less within 60 feet of the <i>symbol of sleep</i> instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the <i>sleep</i> spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.</p><p>Unlike <i>symbol of death</i>, <i>symbol of sleep</i> has no hit point limit; once triggered, a <i>symbol of sleep</i> simply remains active for 10 minutes per caster level.</p><p><i>Note:</i> Magic traps such as <i>symbol of sleep</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of sleep</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for <i>symbol of sleep</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.</p><p/>
</div>
    


name: Symbol of Stunning
altname: symbol of stunning
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Cleric 7, Sorcerer/Wizard 7
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Will negates
spell_resistance: Yes
short_description: Triggered rune stuns nearby creatures.
to_develop: None
material_components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>symbol of death</i>, except that all creatures within 60 feet of a <i>symbol of stunning</i> instead become stunned for 1d6 rounds.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of stunning</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of stunning</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for <i>symbol of stunning</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Stunning' level='5'><p><h5>Symbol of Stunning</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr></table><p>This spell functions like <i>symbol of death</i>, except that all creatures within 60 feet of a <i>symbol of stunning</i> instead become stunned for 1d6 rounds.</p><p><i>Note:</i> Magic traps such as <i>symbol of stunning</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of stunning</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for <i>symbol of stunning</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</p><p/>
</div>
    


name: Symbol of Weakness
altname: symbol of weakness
school: Necromancy
subschool: None
descriptor: Death
spellcraft_dc: None
level: Cleric 7, Sorcerer/Wizard 7
components: V, S, M
casting_time: 10 minutes
range: 0 ft.; see text
target: None
area: None
effect: One symbol
duration: See text
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Triggered rune weakens nearby creatures.
to_develop: None
material_components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>This spell functions like <i>symbol of death</i>, except that every creature within 60 feet of a <i>symbol of weakness</i> instead suffers crippling weakness that deals 3d6 points of Strength damage.</p>
      <p>Unlike <i>symbol of death</i>, <i>symbol of weakness</i> has no hit point limit; once triggered, a <i>symbol of weakness</i> simply remains active for 10 minutes per caster level.</p>
      <p><i>Note:</i> Magic traps such as <i>symbol of weakness</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of weakness</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for <i>symbol of weakness</i>.</p>
      <p/>
    

full_text:
      <div topic='Symbol of Weakness' level='5'><p><h5>Symbol of Weakness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Sorcerer/Wizard 7<br/></td></tr></table><p>This spell functions like <i>symbol of death</i>, except that every creature within 60 feet of a <i>symbol of weakness</i> instead suffers crippling weakness that deals 3d6 points of Strength damage.</p><p>Unlike <i>symbol of death</i>, <i>symbol of weakness</i> has no hit point limit; once triggered, a <i>symbol of weakness</i> simply remains active for 10 minutes per caster level.</p><p><i>Note:</i> Magic traps such as <i>symbol of weakness</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>symbol of weakness</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for <i>symbol of weakness</i>.</p><p><i>Material Component:</i> Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</p><p/>
</div>
    


name: Sympathetic Vibration
altname: sympathetic vibration
school: Evocation
subschool: None
descriptor: Sonic
spellcraft_dc: None
level: Bard 6
components: V, S, F
casting_time: 10 minutes
range: Touch
target: One freestanding structure
area: None
effect: None
duration: Up to 1 round/level
saving_throw: None; see text
spell_resistance: Yes
short_description: Deals 2d10 damage/round to freestanding structure.
to_develop: None
material_components: None
arcane_material_components: None
focus: A tuning fork.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell's damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.</p>
      <p><i>Sympathetic vibration</i> cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.</p>
      <p/>
    

full_text:
      <div topic='Sympathetic Vibration' level='5'><p><h5>Sympathetic Vibration</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One freestanding structure<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Up to 1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell's damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.</p><p><i>Sympathetic vibration</i> cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.</p><p><i>Focus:</i> A tuning fork.</p><p/>
</div>
    


name: Sympathy
altname: sympathy
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Druid 9, Sorcerer/Wizard 8
components: V, S, M
casting_time: 1 hour
range: Close (25 ft. + 5 ft./2 levels)
target: One location (up to a 10-ft. cube/level) or one object
area: None
effect: None
duration: 2 hours/level (D)
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Object or location attracts certain creatures.
to_develop: None
material_components: 1,500 gp worth of crushed pearls and a drop of honey.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsS
description:
      <p>You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.</p>
      <p>Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.</p>
      <p><i>Sympathy</i> counters and dispels <i>antipathy</i>.</p>
      <p/>
    

full_text:
      <div topic='Sympathy' level='5'><p><h5>Sympathy</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 9, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 hour<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One location (up to a 10-ft. cube/level) or one object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.</p><p>Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.</p><p><i>Sympathy</i> counters and dispels <i>antipathy</i>.</p><p><i>Material Component:</i> 1,500 gp worth of crushed pearls and a drop of honey.</p><p/>
</div>
    


name: Telekinesis
altname: telekinesis
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: See text
area: None
effect: None
duration: Concentration (up to 1 round/level) or instantaneous; see text
saving_throw: Will negates (object) or None; see text
spell_resistance: Yes (object); see text
short_description: Moves object, attacks creature, or hurls object or creature.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsT-Z
description:
      <p>You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.</p>
      <p><i>Sustained Force:</i> A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.</p>
      <p>This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.</p>
      <p>An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.</p>
      <p><i>Combat Maneuver:</i> Alternatively, once per round, you can use <i>telekinesis</i> to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.</p>
      <p><i>Violent Thrust:</i> Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).</p>
      <p>You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).</p>
      <p>Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).</p>
      <p/>
    

full_text:
      <div topic='Telekinesis' level='5'><p><h5>Telekinesis</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Targets:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration (up to 1 round/level) or instantaneous; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object) or None; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object); see text<br/></td></tr></table><p>You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.</p><p><i>Sustained Force:</i> A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.</p><p>This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.</p><p>An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.</p><p><i>Combat Maneuver:</i> Alternatively, once per round, you can use <i>telekinesis</i> to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.</p><p><i>Violent Thrust:</i> Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).</p><p>You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).</p><p>Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).</p><p/>
</div>
    


name: Telekinetic Sphere
altname: telekinetic sphere
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: 1-ft. -diameter/level sphere, centered around creatures or objects
duration: 1 min./level (D)
saving_throw: Reflex negates (object)
spell_resistance: Yes (object)
short_description: As resilient sphere, but you move sphere telekinetically.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsT-Z
material_components:
A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.

description:
      <p>This spell functions like <i>resilient sphere</i>,  with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an <i>telekinetic sphere</i> weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.</p>
      <p>You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's duration.</p>
      <p>The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.</p>
      <p>You can move the sphere telekinetically even if you are in it.</p>
      <p/>
    

full_text:
      <div topic='Telekinetic Sphere' level='5'><p><h5>Telekinetic Sphere</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>1-ft. -diameter/level sphere, centered around creatures or objects<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>This spell functions like <i>resilient sphere</i>,  with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an <i>telekinetic sphere</i> weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.</p><p>You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's duration.</p><p>The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.</p><p>You can move the sphere telekinetically even if you are in it.</p><p><i>Material Component:</i> A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.</p><p/>
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name: Telepathic Bond
altname: telepathic bond
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Link lets allies communicate.
to_develop: None
material_components: Pieces of eggshell from two different kinds of creatures.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsT-Z
description:
      <p>You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).</p>
      <p>If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.</p>
      <p><i>Telepathic bond</i> can be made permanent with a <i>permanency</i> spell, though it only bonds two creatures per casting of <i>permanency</i>.</p>
      <p/>
    

full_text:
      <div topic='Telepathic Bond' level='5'><p><h5>Telepathic Bond</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>You plus one willing creature per three levels, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).</p><p>If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.</p><p><i>Telepathic bond</i> can be made permanent with a <i>permanency</i> spell, though it only bonds two creatures per casting of <i>permanency</i>.</p><p><i>Material Component:</i> Pieces of eggshell from two different kinds of creatures.</p><p/>
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